#clearallitems
All forgeable magic items are removed from the game.
#selectitem "<item name>" | <item nbr>
Selects the magic item that will be affected by the following modding commands. End modding this item with the #end command. In the game you can press shift+i when viewing a magic item to see what number it has. Use numbers 500 – 999 for modding.
#end
Always use this command at the end of modifying a magic item.
#newitem
Creates a new magic item and selects it for modding by the following commands. End modding the magic item with the #end command.
#copyitem "<item name>" | <item nbr>
Copies all stats from an existing item to the current item.
#copyspr <item nbr>
Copies the sprite of the specified magic item to the current magic item.
#spr "<filename>"
Uses a user made image for item sprite. The image should be 32*32 or 64*64 with the item centered in the picture. The item itself should not be larger than 40*40 pixels. Black will be
transparent unless the image is saved with alpha information, in which case that will be used instead.
#constlevel <level>
Level of construction required to forge this item. This level can be 0,2,4,6,8 or 12 for items that cannot be forged. To disable an item, set this value to 12.
#mainpath <path>
Main path required to forge this magic item. The path is a number from 0 to 7 from Table 20.
#mainlevel <path>
Main path level requirement to forge this magic item. The level can be anything from 1 to 8. The cost of forging the magic item also depends on the level requirements.
#secondarypath <path>
Secondary path required to forge this magic item. The path is a number from -1 to 7 from Table 20.
#secondarylevel <path>
Secondary path level requirement to forge this magic item. Works like #mainlevel.
#type <nbr>
Defines whether the item is 1-handed or 2- handed weapon, a shield, a helmet, a body armor, a pair of boots or a miscellaneous item. See Table 24.
Table 24: Item types
#name "<name>"
Sets the name for the active magic item. Changing name of a magic item will remove its description as well, so make sure to set item name before its description.
#descr "<text>"
A text description of the magic item.
Nbr Item Type 1 1-handed Weapon 2 2-handed Weapon 3 Missile Weapon 4 Shield 5 Body Armor 6 Helmet 7 Boots 8 Misc Item
12 Magic Item Modding 42
#weapon <weapon nbr>
Defines what kind of a weapon, if any, the unit gets when it uses the item. Works on misc item, boots, shield, 2-h weapon, 1-h weapon. Does not work for helmets or armor. Use #weapon 0 to clear an existing weapon from a copied item.
#armor "<armor name>"
Defines what kind of armor, if any, the units gets when it uses the item. Use #armor 0 to clear an existing armor from a copied item. Other
numbers cannot be used, name is required.
12-2 Attributes & Resistances
#str <value>
The item grants a strength bonus.
#att <value>
The item grants an attack bonus.
#def <value>
The item grants a defense bonus.
#prec <value>
The item grants a precision bonus.
#mr <value>
The item grants a magic resistance bonus.
#morale <value>
The item grants a morale bonus.
#voidsanity <value>
The item grants a voidsanity bonus.
#fireres <value>
The item grants a Fire Resistance bonus.
#coldres <value>
The item grants a Cold Resistance bonus.
#shockres <value>
The item grants a Shock Resistance bonus.
#poisonres <value>
The item grants a Poison Resistance bonus.
12-3 Magic & Spells
#pen <value>
The item grants a penetration bonus that makes spells cast by the bearer harder to resist.
#magicboost <path> <value>
The item increases the bearer's magic skill. Path is 0-8 or 51=elements, 52=sorcery, 53=all. See Table 25 for the magic path numbers.
#spell "<spell name>"
Enables user of item to cast this spell in battle or as a ritual
#autospell "<spell name>"
Makes the item cast this spell automatically in battle. It will only be cast once unless
#autospellrepeat is also used.
#autospellrepeat <spells / round>
Makes an item cast its autospell every round of combat.
#randomspell <percent>
The monster has a <percent> chance of casting a random spell in combat instead of a good one.
#luck
The item grants Luck to its bearer, like Faithful.
#quickness
The item grants Quickness (double movement, +3 defense, attacks twice per combat round).
#bless
The item automatically applies the Bless spell to the bearer, like the Shroud of the Battle Saint.
#barkskin
The item automatically applies the Barkskin spell to the bearer, like the Barkskin Amulet.
#stoneskin
The item automatically applies the Stoneskin spell to the bearer, like the Boots of Stone.
#ironskin
The item automatically applies the Ironskin spell to the bearer.